This commit is contained in:
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a0467f42f5
commit
7bbfd89bba
@ -342,9 +342,9 @@ if(newmode!=-1)
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{
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m_squeakyBootsTimer--;
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}
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if(m_invinvibilityRingTimer)
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if(m_invincibilityRingTimer)
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{
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m_invinvibilityRingTimer--;
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m_invincibilityRingTimer--;
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}
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// Flashing..
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@ -542,6 +542,12 @@ int healthr=200;
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int healthg=75;
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int healthb=75;
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#ifdef __USER_paul__
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#define NUM_LASTPOS 50
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static DVECTOR lastpos[NUM_LASTPOS];
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static int lastposnum=0;
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#endif
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#ifdef __USER_paul__
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int mouth=-1,eyes=-1;
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#endif
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@ -554,6 +560,23 @@ sprintf(posBuf,"%03d (%02d) ,%03d (%02d) = dfg:%+02d",Pos.vx,Pos.vx&0x0f,Pos.vy,
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m_fontBank->print(40,40,posBuf);
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#endif
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#ifdef __USER_paul__
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if(Pos.vx!=lastpos[lastposnum].vx||Pos.vy!=lastpos[lastposnum].vy)
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{
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lastposnum=(lastposnum+1)%NUM_LASTPOS;
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lastpos[lastposnum]=Pos;
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}
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for(int i=0;i<NUM_LASTPOS;i++)
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{
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int x,y;
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x=lastpos[i].vx-m_cameraPos.vx;
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y=lastpos[i].vy-m_cameraPos.vy;
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DrawLine(x-4,y-4,x+4,y+4,0,0,255,0);
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DrawLine(x-4,y+4,x+4,y-4,0,0,255,0);
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}
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#endif
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// Render
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if(m_invincibleFrameCount==0||m_invincibleFrameCount&2)
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{
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@ -882,7 +905,7 @@ void CPlayer::respawn()
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m_glassesFlag=0;
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m_squeakyBootsTimer=0;
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m_invinvibilityRingTimer=0;
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m_invincibilityRingTimer=0;
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m_bubbleAmmo=0;
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m_jellyAmmo=0;
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@ -920,13 +943,11 @@ int CPlayer::canDoLookAround()
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Params:
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Returns:
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---------------------------------------------------------------------- */
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#ifdef __VERSION_DEBUG__
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int invincibleSponge=false; // NB: This is for debugging purposes only so don't try and use it for a permenant cheat mode..
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#endif
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void CPlayer::takeDamage(DAMAGE_TYPE _damage)
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{
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if(m_invincibleFrameCount==0&& // Don't take damage if still recovering from the last hit
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m_invinvibilityRingTimer==0&& // Or if we have the invincibility ring on
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m_invincibilityRingTimer==0&& // Or if we have the invincibility ring on
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m_currentMode!=PLAYER_MODE_DEAD) // Or already dead! :)
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{
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int ouchThatHurt=true;
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@ -960,9 +981,7 @@ void CPlayer::takeDamage(DAMAGE_TYPE _damage)
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if(ouchThatHurt)
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{
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#ifdef __VERSION_DEBUG__
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if(invincibleSponge){m_invincibleFrameCount=INVINCIBLE_FRAMES__HIT;return;}
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#endif
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if(m_health)
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{
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m_invincibleFrameCount=INVINCIBLE_FRAMES__HIT;
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@ -1168,6 +1187,232 @@ bool CPlayer::getHasPlatformCollided()
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}
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/*----------------------------------------------------------------------
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Function:
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Purpose:
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Params:
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Returns:
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---------------------------------------------------------------------- */
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int CPlayer::moveVertical(int _moveDistance)
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{
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DVECTOR pos;
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int hitGround;
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// int colHeight;
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pos=Pos;
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hitGround=false;
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// Are we falling?
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if(_moveDistance>0)
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{
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int colHeightBefore,colHeightAfter;
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// Yes.. Check to see if we're about to hit/go through the ground
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colHeightBefore=getHeightFromGround(pos.vx,pos.vy,16);
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colHeightAfter=getHeightFromGround(pos.vx,pos.vy+_moveDistance,16);
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if(colHeightBefore>=0&&colHeightAfter<=0)
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{
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// Stick at ground level
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pos.vy+=colHeightAfter+_moveDistance;
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_moveDistance=0;
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hitGround=true;
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}
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}
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/*
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}
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else// if(getHeightFromGround(pos.vx,pos.vy+_moveDistance,1))
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{
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// Must be below ground
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// Are we jumping into an impassable block?
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if(_moveDistance>0&&
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(m_layerCollision->getCollisionBlock(pos.vx,pos.vy+_moveDistance)&COLLISION_TYPE_MASK)!=COLLISION_TYPE_FLAG_NORMAL)
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{
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pos.vy=(pos.vy&0xfff0);
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_moveDistance=0;
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hitGround=true;
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}
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else if(isOnPlatform()&&_moveDistance>=0)
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{
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pos.vy+=colHeight;
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hitGround=true;
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}
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}
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*/
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pos.vy+=_moveDistance;
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setPlayerPos(&pos);
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return hitGround;
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/*
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DVECTOR pos;
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int hitGround;
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int colHeight;
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pos=Pos;
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hitGround=false;
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colHeight=getHeightFromGround(pos.vx,pos.vy,1);
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if(colHeight>=0)
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{
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// Above or on the ground
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// Are we falling?
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if(_moveDistance>0)
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{
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// Yes.. Check to see if we're about to hit/go through the ground
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colHeight=getHeightFromGround(pos.vx,pos.vy+_moveDistance,16);
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if(colHeight<=0)
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{
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// Stick at ground level
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pos.vy+=colHeight+_moveDistance;
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_moveDistance=0;
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hitGround=true;
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}
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}
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}
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else// if(getHeightFromGround(pos.vx,pos.vy+_moveDistance,1))
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{
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// Must be below ground
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// Are we jumping into an impassable block?
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if(_moveDistance>0&&
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(m_layerCollision->getCollisionBlock(pos.vx,pos.vy+_moveDistance)&COLLISION_TYPE_MASK)!=COLLISION_TYPE_FLAG_NORMAL)
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{
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pos.vy=(pos.vy&0xfff0);
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_moveDistance=0;
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hitGround=true;
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}
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else if(isOnPlatform()&&_moveDistance>=0)
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{
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pos.vy+=colHeight;
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hitGround=true;
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}
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}
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pos.vy+=_moveDistance;
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setPlayerPos(&pos);
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return hitGround;
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*/
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}
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/*----------------------------------------------------------------------
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Function:
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Purpose:
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Params:
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Returns:
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---------------------------------------------------------------------- */
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int CPlayer::moveHorizontal(int _moveDistance)
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{
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int hitWall;
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hitWall=false;
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if(_moveDistance)
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{
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CLayerCollision *collision;
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DVECTOR pos;
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int colHeight;
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collision=getLayerCollision();
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pos=getPlayerPos();
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colHeight=getHeightFromGround(pos.vx,pos.vy,5);
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if(colHeight==0)
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{
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// Ok.. we're on the ground. What happens if we move left/right
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colHeight=getHeightFromGround(pos.vx+_moveDistance,pos.vy);
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if(colHeight<-8)
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{
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// Big step up. Stop at the edge of the obstruction
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int dir,vx,cx,i;
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if(_moveDistance<0)
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{
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dir=-1;
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vx=-_moveDistance;
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}
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else
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{
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dir=+1;
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vx=_moveDistance;
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}
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cx=pos.vx;
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for(i=0;i<vx;i++)
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{
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if(getHeightFromGround(cx,pos.vy)<-8)
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{
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break;
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}
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cx+=dir;
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}
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if(i)
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pos.vx=cx-dir;
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hitWall=true;
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_moveDistance=0;
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// Get the height at this new position and then try the step-up code below.
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// Without this, there are problems when you run up a slope and hit a wall at the same time
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colHeight=getHeightFromGround(pos.vx,pos.vy);
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}
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if(colHeight&&colHeight>=-8&&colHeight<=8)
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{
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// Small step up/down. Follow the contour of the level
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pos.vy+=colHeight;
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}
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}
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else
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{
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// In the air
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/*
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if((getLayerCollision()->getCollisionBlock(pos.vx+_moveDistance,pos.vy)&COLLISION_TYPE_MASK)==(6<<COLLISION_TYPE_FLAG_SHIFT))
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{
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// Hit an impassable block
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pos.vx&=0xfff0;
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if(_moveDistance>0)
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{
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pos.vx+=15;
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}
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_moveDistance=0;
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}
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else */if(colHeight>=0) // Lets you jump through platforms from below
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{
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colHeight=getHeightFromGround(pos.vx+_moveDistance,pos.vy,5);
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if(colHeight<0)
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{
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// Stop at the edge of the obstruction
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int dir,vx,cx,i;
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if(_moveDistance<0)
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{
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dir=-1;
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vx=_moveDistance;
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}
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else
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{
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dir=+1;
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vx=_moveDistance;
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}
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cx=pos.vx;
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for(i=0;i<vx;i++)
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{
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if(getHeightFromGround(cx,pos.vy)<0)
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{
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break;
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}
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cx+=dir;
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}
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if(i)
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pos.vx=cx-dir;
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_moveDistance=0;
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}
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}
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}
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pos.vx+=_moveDistance;
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setPlayerPos(&pos);
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}
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return hitWall;
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}
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/*----------------------------------------------------------------------
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Function:
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Purpose:
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@ -149,7 +149,8 @@ public:
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virtual void think(int _frames);
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virtual void render();
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virtual void shove(DVECTOR move);
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// virtual int moveVertical(int _moveDistance);
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virtual int moveVertical(int _moveDistance);
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virtual int moveHorizontal(int _moveDistance);
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virtual void setHasPlatformCollided( bool newVal );
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virtual bool getHasPlatformCollided();
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@ -271,7 +272,7 @@ public:
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int isWearingGlasses() {return m_glassesFlag;}
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void giveSqueakyBoots() {m_squeakyBootsTimer=SQUEAKY_BOOTS_TIME;}
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int isWearingBoots() {return m_squeakyBootsTimer;}
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void giveInvinvibilityRing() {m_invinvibilityRingTimer=INVINCIBILITY_RING_TIME;}
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void giveInvincibilityRing() {m_invincibilityRingTimer=INVINCIBILITY_RING_TIME;}
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void giveDivingHelmet() {m_divingHelmet=true;}
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void giveBubbleAmmo() {m_bubbleAmmo+=10;if(m_bubbleAmmo>99)m_bubbleAmmo=99;}
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@ -285,7 +286,7 @@ public:
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private:
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int m_glassesFlag;
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int m_squeakyBootsTimer;
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int m_invinvibilityRingTimer;
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int m_invincibilityRingTimer;
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int m_divingHelmet;
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int m_bubbleAmmo;
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int m_jellyAmmo;
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@ -71,6 +71,8 @@ void CPlayerModeDead::think()
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m_player->setAnimFrame(m_deadTime);
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}
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m_player->moveVertical(5);
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if((m_deadTime>DEATH_DELAY&&m_player->getPadInputDown()&PI_ACTION)||
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m_deadTime>DEATH_TIMEOUT)
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{
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@ -104,16 +106,16 @@ void CPlayerModeDead::render(DVECTOR *_pos)
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Params:
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Returns:
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---------------------------------------------------------------------- */
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/*
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void CPlayerModeDead::fall()
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{
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m_moveVelocity.vy+=getPlayerMetrics()->m_metric[DEFAULT_PLAYER_PLAYER_GRAVITY];
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if(m_moveVelocity.vy>=metrics->m_metric[DEFAULT_PLAYER_TERMINAL_VELOCITY]<<VELOCITY_SHIFT)
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/*
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m_yVelocity+=getPlayerMetrics()->m_metric[DEFAULT_PLAYER_PLAYER_GRAVITY];
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if(m_yVelocity>=metrics->m_metric[DEFAULT_PLAYER_TERMINAL_VELOCITY]<<VELOCITY_SHIFT)
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{
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m_moveVelocity.vy=metrics->m_metric[DEFAULT_PLAYER_TERMINAL_VELOCITY]<<VELOCITY_SHIFT;
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m_yVelocity=metrics->m_metric[DEFAULT_PLAYER_TERMINAL_VELOCITY]<<VELOCITY_SHIFT;
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}
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*/
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}
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*/
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/*===========================================================================
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end */
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@ -50,8 +50,8 @@ private:
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};
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int m_deadTime;
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// void fall();
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void fall();
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int m_yVelocity;
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};
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@ -252,58 +252,22 @@ ATTACK_STATE CPlayerModeBase::getAttackState()
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---------------------------------------------------------------------- */
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void CPlayerModeBase::thinkVerticalMovement()
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{
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CLayerCollision *collision;
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DVECTOR pos;
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int colHeight;
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collision=m_player->getLayerCollision();
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pos=m_player->getPlayerPos();
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colHeight=m_player->getHeightFromGround(pos.vx,pos.vy,1);
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if(colHeight>=0)
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if(m_player->moveVertical(m_moveVelocity.vy>>VELOCITY_SHIFT))
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{
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// Above or on the ground
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// Are we falling?
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if(m_moveVelocity.vy>0)
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{
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// Yes.. Check to see if we're about to hit/go through the ground
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colHeight=m_player->getHeightFromGround(pos.vx,pos.vy+(m_moveVelocity.vy>>VELOCITY_SHIFT),getPlayerMetrics()->m_metric[PM__TERMINAL_VELOCITY]+1);
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if(colHeight<=0)
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{
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// Just hit the ground
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// Stick at ground level
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pos.vy+=(m_moveVelocity.vy>>VELOCITY_SHIFT)+colHeight;
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playerHasHitGround();
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}
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}
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else if(colHeight)
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{
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if(m_currentState!=STATE_FALL&&m_currentState!=STATE_FALLFAR&&
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else if(m_currentState!=STATE_FALL&&m_currentState!=STATE_FALLFAR&&
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m_currentState!=STATE_BUTTFALL&&m_currentState!=STATE_BUTTBOUNCE&&
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m_currentState!=STATE_JUMP)
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{
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DVECTOR pos;
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pos=m_player->getPlayerPos();
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if(m_player->getHeightFromGround(pos.vx,pos.vy,1)!=0)
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{
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// Was floating in the air.. fall!
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setState(STATE_FALL);
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}
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}
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}
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else
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{
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if((m_player->getLayerCollision()->getCollisionBlock(pos.vx,pos.vy+(m_moveVelocity.vy>>VELOCITY_SHIFT))&COLLISION_TYPE_MASK)==(6<<COLLISION_TYPE_FLAG_SHIFT))
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{
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// Hit an impassable block
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pos.vy=(pos.vy&0xfff0)+16;
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m_moveVelocity.vy=0;
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}
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else if ( m_player->isOnPlatform() && m_moveVelocity.vy >= 0 )
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{
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pos.vy += colHeight;
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playerHasHitGround();
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}
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}
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pos.vy+=m_moveVelocity.vy>>VELOCITY_SHIFT;
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m_player->setPlayerPos(&pos);
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}
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/*----------------------------------------------------------------------
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@ -314,109 +278,14 @@ void CPlayerModeBase::thinkVerticalMovement()
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---------------------------------------------------------------------- */
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void CPlayerModeBase::thinkHorizontalMovement()
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{
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if(m_moveVelocity.vx)
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if(m_player->moveHorizontal(m_moveVelocity.vx>>VELOCITY_SHIFT))
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{
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CLayerCollision *collision;
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DVECTOR pos;
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int colHeight;
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collision=m_player->getLayerCollision();
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pos=m_player->getPlayerPos();
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colHeight=m_player->getHeightFromGround(pos.vx,pos.vy,5);
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if(colHeight==0)
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{
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// Ok.. we're on the ground. What happens if we move left/right
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colHeight=m_player->getHeightFromGround(pos.vx+(m_moveVelocity.vx>>VELOCITY_SHIFT),pos.vy);
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if(colHeight<-8)
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{
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// Big step up. Stop at the edge of the obstruction
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int dir,vx,cx,i;
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if(m_moveVelocity.vx<0)
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{
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dir=-1;
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vx=-m_moveVelocity.vx>>VELOCITY_SHIFT;
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}
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else
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{
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dir=+1;
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vx=m_moveVelocity.vx>>VELOCITY_SHIFT;
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}
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cx=pos.vx;
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for(i=0;i<vx;i++)
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{
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if(m_player->getHeightFromGround(cx,pos.vy)<-8)
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{
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break;
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}
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cx+=dir;
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}
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if(i)
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pos.vx=cx-dir;
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|
||||
// If running then go to idle, otherwise leave in same state
|
||||
if(m_currentState==STATE_RUN)
|
||||
{
|
||||
setState(STATE_IDLE);
|
||||
}
|
||||
m_moveVelocity.vx=0;
|
||||
|
||||
// Get the height at this new position and then try the step-up code below.
|
||||
// Without this, there are problems when you run up a slope and hit a wall at the same time
|
||||
colHeight=m_player->getHeightFromGround(pos.vx,pos.vy);
|
||||
}
|
||||
if(colHeight&&colHeight>=-8&&colHeight<=8)
|
||||
{
|
||||
// Small step up/down. Follow the contour of the level
|
||||
pos.vy+=colHeight;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// In the air
|
||||
if((m_player->getLayerCollision()->getCollisionBlock(pos.vx+(m_moveVelocity.vx>>VELOCITY_SHIFT),pos.vy)&COLLISION_TYPE_MASK)==(6<<COLLISION_TYPE_FLAG_SHIFT))
|
||||
{
|
||||
// Hit an impassable block
|
||||
pos.vx&=0xfff0;
|
||||
if(m_moveVelocity.vx>0)
|
||||
{
|
||||
pos.vx+=15;
|
||||
}
|
||||
m_moveVelocity.vx=0;
|
||||
}
|
||||
else if(colHeight>=0) // Lets you jump through platforms from below
|
||||
{
|
||||
colHeight=m_player->getHeightFromGround(pos.vx+(m_moveVelocity.vx>>VELOCITY_SHIFT),pos.vy,5);
|
||||
if(colHeight<0)
|
||||
{
|
||||
// Stop at the edge of the obstruction
|
||||
int dir,vx,cx,i;
|
||||
if(m_moveVelocity.vx<0)
|
||||
{
|
||||
dir=-1;
|
||||
vx=m_moveVelocity.vx>>VELOCITY_SHIFT;
|
||||
}
|
||||
else
|
||||
{
|
||||
dir=+1;
|
||||
vx=m_moveVelocity.vx>>VELOCITY_SHIFT;
|
||||
}
|
||||
cx=pos.vx;
|
||||
for(i=0;i<vx;i++)
|
||||
{
|
||||
if(m_player->getHeightFromGround(cx,pos.vy)<0)
|
||||
{
|
||||
break;
|
||||
}
|
||||
cx+=dir;
|
||||
}
|
||||
if(i)
|
||||
pos.vx=cx-dir;
|
||||
m_moveVelocity.vx=0;
|
||||
}
|
||||
}
|
||||
}
|
||||
pos.vx+=m_moveVelocity.vx>>VELOCITY_SHIFT;
|
||||
m_player->setPlayerPos(&pos);
|
||||
}
|
||||
}
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user